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well, it looks pretty good compared to 1.8.whatever.
Now I just need to figure out how to compile vanilla ACS scripts, since I still haven't managed to do that ever since I got Windows 7 x64.

EDIT. what is the DDay team's position on ACS btw? Are you sticking with vanilla? If so, it might be in your interest (as well as mine of course) to make a new ACC for modern systems that is specific for Vanilla ACS.

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You can use Randy's ACC with /h to produce backward compatible bytecode.

Actually, your best bet is to use it from within SLADE 3. Then just click on the compiled BEHAVIOR lump to see if its type changed from "Compiled ACS (Hexen)" to "Compiled ACS (ZDoom)" or "Compiled ACS (Enhanced)".

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We've been through this already. It doesn't work. It outputs as another format than regular ZDoom, but it's not outputting as Hexen/Vanilla. It outputs as "Enhanced". And neither Vanilla nor Doomsday accepts that.

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Indeed, Doomsday has had map modding and custom content creation features almost since inception.

It's just that in most cases, they aren't as powerful as other major ports today.

Though a couple of small, but important components, of Doomsday's XG have been, and are, somewhat broken for near the entire 1.9 series, due to the vast ammount of and ongoing rewritting and because Doomsday Script will superseed.

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A temporary workaround for this map is to enable rend-dev-sky-always 1 via the console. This will disable the use of GL depth stencilling for masking the sky geometry and the sky will always be drawn (even if its not in view).

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I mean that you can't play more than several instances of the same sound in ZDoom, which makes it feel like Windows UI theme sounds, rather than Doom. Doom is a game often with overpopulation, it's natural for it to be noisy too (and I know why ZDoom chose to have limited sounds, they were technical reasons due to how its fmod works). Does Doomsday act the same now?

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Doomsday makes no special effort to prevent cacophony, the only limiting factor is the number of available virtual sound channels on the host system (and chosen audio driver plugin). In addition to this is a logic which stops multiple sounds being emitted from a single mobj at the same time (this behavior is user-optional with cvar sound-overlap-stop).